GoogleWave+Captivate+e-Game

Mary Ann Nazzaro mnazzaro@bellsouth.net Kimberly B. Rotter kimberly.rotter@yahoo.com = = || = = ||
 * =The Muppets Present Google Wave =
 * =The Muppets Present Google Wave =
 * =The Muppets Present Google Wave =

Overview
A communication and collaboration tool like you have never seen before which is more fun than just plain old vanilla email! This simulation cuts to the chase and shows you the highlights of the product and how much fun you can have surfing a Google wave. What is a Google Wave?...
 * A wave is equal parts conversation and document.** People can communicate and work together with richly formatted text, photos, videos, maps, and more.
 * A wave is shared.** Any participant can reply anywhere in the message, edit the content and add participants at any point in the process. Then playback lets anyone rewind the wave to see who said what and when.
 * A wave is live.** With live transmission as you type, participants on a wave can have faster conversations, see edits and interact with extensions in real-time.


 * To view our finished project please click here**

Instructional Objective
Learners will learn two different ways to start a new wave, and how to add participants to a wave. Learners will also learn how to reply to messages in a wave, and add a gadget to a wave. Finally, learners will learn how to playback a wave in its entirety.

Learners
Anyone who uses the internet to share conversations, videos, pictures and mail.

Context of Use
This simulation can be played anytime, anywhere there is an internet connection and a computer that meets the minimum requirements to play Flash files (the current version is Flash 10). The simulation includes audio, so speakers or headphones are required.

Scope
The simulation is under 10 minutes long and will include instructions on several topics and a short interactive practice session.

Motivational Issues
Referring to the ARCS model, the simulation will engage the learner’s attention. Average people tend to be curious about new websites and other new features of the internet. Millions of people use Gmail, which was introduced to the public in the same limited manner as Google Wave. Google creates additional demand simply by limiting and rationing new accounts. Google also creates demand by offering reliable and varied features to tens of millions of people on a daily basis, so there is no shortage of people who are curious about the new Google Wave product.

The simulation will be relevant to anyone who uses email and is curious about new developments that make email more attractive, fun, and easy to use. The characters and music were added to keep the training humorous.

The interactivity section in the simulation boosts the learner’s confidence. Although the software is entirely unfamiliar at the beginning, the steps at the end of the simulation are easy to follow along. The simulation is simple enough that the user will have a high level of confidence in his/her ability to perform the tasks before he/she even begins the interactive portion of the presentation.

Satisfaction is attained through successfully completing the interaction at the end of the simulation. It is very likely that the outcome of the simulation will be basic familiarity with this new product, Google Wave, and the learner will thus continue to be motivated to learn about it.

Other motivational theories at play here include curiosity and power. Internet users are curious about new internet features, and feel a sense of power when they master those new features. Users are motivated by the freedom that comes with being well versed in internet features, and Google Wave promotes a sense of relationships and community by its very nature.



Design Process
We both wanted to learn how to do a software simulation. Our first thoughts were that since Captivate is so easy to learn, it would not be a terribly challenging task to create the simulation. Soon after beginning the project, we realized that we needed to carefully storyboard out every step of the tasks and processes that we wanted to include in the simulation. The slightest addition or deletion became glaringly apparent. Even moving the mouse around unconsciously was enough to ruin an otherwise perfectly good recording.

Our ideas were enhanced through trial and error. We considered recording the audio while we recorded the software. For the sake of consistency, we decided that one person needs to record the entire Captivate session from beginning to end. We both contributed to the final software simulation. We also found it necessary to do quite a bit of editing to the recordings, including quite a bit of deletion. For these reasons we decided to add the audio to the finished, edited recordings, regardless of who created them.

We wanted to cover many of the features of the software but soon realized that we had to narrow our focus considerably if we wanted to produce a high quality recording and not get too confusing for the viewer. To get feedback on the idea, we both discussed the project with and showed the simulation to a variety of other people. To get to the point of a playable prototype we had to narrow the scope of the instruction and identify several key concepts to teach. Several modifications were made based on usability tests.

The biggest lesson learned was "simplicity." A software simulation should be a step by step demonstration of a single task. We now see why it is so important to include every step, and no unnecessary information.

Jonassen, D. (1988). __Use of the ARCS Motivation Model in Courseware Design__. Florida State University: Lawrence Erlbaum Associates Inc.
Electronic
 * http://forums.adobe.com/community/adobe_captivate
 * http://captaincaptivate.com/
 * http://wave.google.com/help/wave/about.html